Take this with a huge grain of salt, as 3d art is rarely my primary job function, but after I deliberately sat myself down and tried to approach Blender in the way it's intended, instead of getting frustrated by it not working the way wanted it to, I finally grokked it. Now I'm frustrated by other programs not working the way blender does.
I can't really say if that make it better or worse UI/UX, because I don't really get what most people think of as good UI/UX as being all that great. (e.g. why is the iOS back button on the top left of my screen, when every other directional notion is at the bottom?!?!)
Anyway, I like to think of Blender as a series of UI workflows wrapping some python scripts, workflows that don't assume that all things should be done via the MacBook Wheel :-)
I keep hearing this "Blender doesn't adhere to common UX standards", but nobody ever says which particular parts are the non-standard UI elements. They don't use a standard UI toolkit, but that's not the same thing as not using standard UI design. I look at it right now and I see: tabbed documents, buttons, sliders, textboxes, accordion panels, all in relatively easily recognizable formats.
You have to right-click instead of left-click to select things. Maybe that's a good thing. Maybe that initial, small, tiny road bump encourages people to look up tutorials instead of trying to forge ahead without any training.
But there are some things that are just not going to be easy. There is a reason why materials are separate than textures. The modifiers interface has actually been drastically cleaned up and things like particle emitters greatly simplified within even the last year. Where it has "non-standard UI elements", it's because there is no standard UI element to do the job. The shader node editor is quite intuitive, if you ask me.
So again, if you're going to complain about a specific thing, please cite specifics.
So save your money and put the effort into Blender. 3DS Max is not $5000 better than Blender.
For all the bad things you can say about it, IIRC the windows in Emacs (when running on X) behave like normal windows.
I disagree. You're basically saying the current UIs are the pinnacle of UI design, just because they're popular.
Especially for software that will be used in anger day-in and day-out, it's much more important to have an efficient UI than one with discoverability or a shallow learning curve.
I wouldnt waste so much time on this, if it werent for this wasting so much of my time.
If you do not develop something new, as in never done before, and you are innovative- you basically throw away user-experience, and they will hate you for that- and they got the right too.
If i would make a hidden C-Define into a compiler and forced you too use that, you would demand the compiler dev - of this UserInterface-UndefinedBehaviour to be hanged - but come a different audience, suddenly the standards can shift and dance.
No, Blender is not bad, it's terrible.
You need a tutorial video to understand how to close a pane, and even then it's hard. That has got nothing to do with 3D modeling being hard. It could've been a word processor and it would still be terrible.
And yes, window panes are very much a standardized UI part which has a completely non-standard interaction design in Blender. For no reason.
Edit: Before you downvote this, download Blender and try to close a pane. Just try it!
Like vim or emacs?
>window panes are very much a standardized UI part which has a completely non-standard interaction design in Blender. For no reason.
It's called "tiled window management". Lots of people find it more comfortable to use than the classic overlapping windows.
True, but when speaking about "lots", we have to keep in mind that tiled window management for the general public died together with Windows 1.0. That probably puts the percentage of the public who's ever used tiled window management around 0.001% of the total PC using population :)
And came back with Windows 8 :-)
> That probably puts the percentage of the public who's ever used tiled window management around 0.001% of the total PC using population :)
https://www.netmarketshare.com/operating-system-market-share...
You know how bad it is, if Microsoft lowest-point is your high point.
Yes. There's reasons the popularity of those is waning.
It's called "tiled window management". Lots of people find it more comfortable to use than the classic overlapping windows.
It's got nothing to do with tiling. There's plenty of other software out there that's meant to be used with tiled windows. The interactions in Blender are unique to Blender, non-intuitive and non-discoverable.
There is a tiling window manager INSIDE blender used to control its window frames. It works pretty much like any other tiling manager. You immediately grasp the idea if you've ever used one.
I also haven't heard the same level of complaints that Blender gets about its competition. Presumably, there's solutions.
I believe this is what's called "user-hostile".
You're basically telling the user to RTFM, which is just going to drive away the creative people that you actually want to cultivate.
I'm trying to import this simulation (https://www.youtube.com/watch?v=epyqHzoCxa0) without the camera view and the background image.
Thanks.
http://blender.stackexchange.com/questions/5525/animated-obj...
I found those two things fix missing stuff in exports of all kinds =)
3D authoring software/tools is a funny business. Fundamentally developers aren't the primary users so they can't fully evaluate the effectiveness of their software. However unlike other domains like a web browser there aren't enough users for developers to get proper feedback about things like UI and workflow.
For the same reason that every year is supposedly the "year of linux on the desktop" you'll never see Blender/Gimp/etc unseat Max/Maya/Photoshop.
Every post in this thread that is explaining why Blenders' UI is bad is being downvoted.